IRVINE, Calif. — Blizzard Entertainment today announced the creation of a book-publishing label, Blizzard Publishing, dedicated to developing and releasing new Blizzard publications and reissuing out-of-print titles in the company’s Warcraft®, StarCraft®, and Diablo® settings, directly and through ongoing global partnerships. Each of Blizzard’s game universes has been inhabited by millions of players worldwide, and Blizzard Publishing will help maintain the lore and legacy of the company’s earliest novels and manga while also providing a variety of new ways for people to engage with Blizzard’s rich worlds and characters. Several of Blizzard Publishing’s upcoming releases will be available in multiple formats, such as print, audiobook, and e-book.
This is a full transcript of the BlizzCon 2016 World of Warcraft: Legion Q&A panel. The special-guest panel moderator was WoWHead livestreamer TradeChat. Among the panelists onstage were:
- J. Allen Brack (executive producer)
- Ion Hazzikostas (game director)
- Matt Goss (lead game designer)
- Alex Afrasiabi (creative director)
- Chris Robinson (senior art director)
This is a full transcript of the BlizzCon 2016 World of Warcraft: Legion Design Retrospective Panel. The following were the panelists discussing details of the Legion expansion development:
- Jeremy Feasel (senior game designer)
- Jonathan LeCraft (senior game designer, Demon Hunter)
- Owen Landgren (senior game designer, Artifacts)
- Brian Holinka (senior game designer, PVP)
- Paul Kubit (senior game designer, Professions)
This is something I was planning to do after I had finished the StarCraft II: Future for the Future panel transcript.
Recently, I got a notification that Livefyre is closing doors as a free-community service soon. Adobe, Inc. acquired Livefyre to create Adobe Experience Manager, integrating Livefyre as the core backend.
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BlizzCon 2016 Opening Ceremony was held by Blizzard Entertainment CEO Mike Morhaime who discussed the 25th Anniversary of the company, and the 20th Anniversary of Diablo.
Narrator: Ladies and gentlemen, please welcome President and CEO of Blizzard Entertainment Mike Morhaime!
Morhaime: Alliance and Horde. Terran, Protoss, and Zerg. Heroes of Sanctuary. Heroes of the Storm. Heroes of Overwatch. Fellow gamers and friends. Welcome to BlizzCon 2016. Can you believe this is our 10th BlizzCon together.
BlizzCon 2016 was adorned by World of Warcraft Cosplayers roaming the halls of the Anaheim Convention Center with spectacular characterizations of fan favorite heroes and villains.
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The BlizzCon 2016 World of Warcraft: Legion What’s Next Panel revealed details about the upcoming Patch 7.1.5, 7.2 and 7.3. The panel was hosted by Ion Hazzikostas.
Narrator: Welcome to the World of Warcraft: Legion What’s Next panel.
Hazzikostas: Hello, Blizzcon! I love it. This is the best time of year. Thank you all so much for coming out coming all this way from across the country, from across the world to celebrate the community that we’ve built together, and to learn about what’s coming next at some of your favorite Blizzard games.
So I know sometimes you might be hoping that you are going to be in attendance for the announcement of an all new expansion, but this is not one of those years, we are way too soon.
We’re working on one, of course, but we’re not going to talk about that right now today. Today is all about Legion, and what is coming next for you, and for us, and for everyone in Azeroth.
Legion interview — Dperchonok (Blizzplanet reporter) interviewed Michael Bybee (senior game producer) and Brian Holinka (senior game designer) to discuss details of the upcoming World of Warcraft: Legion Patch 7.1.5, Patch 7.2, and Patch 7.3.
This archive gathers all BlizzCon 2016 Panel Transcripts, and our 2 developer interviews.
The Activision Blizzard 2016 Q3 financial conference call was held on November 3 (the day before BlizzCon started), and for the second time in a row it didn’t feature a roundup by Mike Morhaime. Thomas Tippl discussed the progress and status of Blizzard games, with some highlights by Bob Kotick. Mike Morhaime was present during the conference, however. He participated in the Q&A at the end.
Kotick: We delivered another record quarter, and we continue to focus on building enduring franchises for our nearly 500 million monthly players around the world. Continuous innovation within existing franchises, and the creation of new franchises (like Overwatch) helps broaden our audiences, deepen engagement, and increase player investment.
We believe gaming is the most engaging form of media, and players spend tens of billions of hours a year with our franchises. In fact, this quarter alone, our players spent over 10 billion hours playing our games. This strong engagement and the social experiences that are such an important part of gameplaying have been the catalyst for our new opportunities in enhanced game monetization, expansion of our franchises into linear media and consumer products, and greater involvement in advertising supported spectator gaming like we have with MLG.
It is estimated that as many as 225 million people are now watching organized gaming competitions. Competition between videogame players is becoming as thrilling to watch as traditional professional sports. With the launch of professional global leagues, we believe games spectating will grow significantly as an opportunity for us and for our players. The increased popularity of spectator gaming will enable us to celebrate and reward our players, and recognize their accomplishments. Professional gamers will eventually be as celebrated, honored, and recognized as professional athletes.
Professional gamers will be the role models and goodwill ambassadors of the digital generation, and we believe great new business opportunities are emerging throughout the esports ecosystem, which we helped pioneer more than a decade ago with games like StarCraft.
In May, Blizzard released Overwatch, which in about four months has already eclipsed 20 million registered players making it Blizzard’s fastest, new intellectual property to reach that mark; and Overwatch was specifically designed to be a definitive competitive game.
We are uniquely positioned to realize the full potential of esports. We have some of the most successful iconic franchises in gaming, and direct relationships with nearly half a billion monthly active users. A powerful combination that distinguishes us from the rest of our competitors; and we have unmatched commercial capabilities that have served our shareholders extremely well over the last 25 years.
Before I hand off the call, I want to take this opportunity to thank the talented people who drive the success at our company every day. They are our greatest asset, inspiring play, competition and community by creating the most engaging entertainment in the world.